Difference between revisions of "Player-Avatar Proximity"

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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
  
Updated version of the pattern ''Player-Location Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
+
Updated version of the pattern ''Player-Avatar Proximity'' first described in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Peitz"/>.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref>
+
<ref name="Peitz">Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
Johan Peitz
 
Johan Peitz

Revision as of 08:09, 26 January 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Extended Actions

Possible Closure Effects

Potentially Conflicting With

Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements

Johan Peitz